rayniedays56 -> RE: Cyber Hunters... (8/18/2012 14:15:29)
|
This is more of a balance discussion :/ However, I do not support Static Charge is an extremely effective way of Regaining energy. Before the nerf, it used to be able to gain this... 17-21+34damage 51-55 44% of 51 and 55 is 22-24 ep regained with a damage base of 17-21+34 damage Now it works like this 51-55 29% of 51 and 55 is 15-16 EP regained. Which is also blockable, of course. However, most Cybers, myself included, has learned to adapt and even learn from this nerf. The only reason for this nerf to a skill that ALL CH builds use was because of Plasma Armor. Plasma Armor has actually caused everyone to call Cybers OP and to even suggest ANOTHER nerf to ANOTHER skill that was originally there... Quit nerfing our orignal skills and nerf the alien Plasma Armor! Perfect Skill Tree: Field Medic-Cheapshot-Defense Matrix Plasma Aura*-Static Charge-EMP Grenade Multi-Malf-Venom Strike Plasma Grenade-Massacre-Shadow Arts Plasma Aura was orignally suggested by Drinde, modified by Trans, and then modified once more by me. Plasma Aura nulls a set percentage of energy attacks to the attackee. 3% 5% 7% 9% 10% 11% 12% 13% 14% 15% Not too strong or weak but MUCH weaker compared to Plasma Armor Say you get hit with 40 damage. With max Plasma Armor, you automatically negate 11 damage With max Plasma Aura, you would negate 15% of the attack, succesfully nullifying 6 damage So 11 ignored versus 6 ignored
|
|
|
|